Educational technology: Exploring the convergence of technology and pedagogy through mobility, interactivity, AI, and learning tools

A Alam, A Mohanty - Cogent Engineering, 2023 - Taylor & Francis
Efforts at the intersection of technology and pedagogy converge upon four pivotal axes that
collectively delineate the future educational landscape. These axes, namely mobility …

Immersive virtual reality increases liking but not learning with a science simulation and generative learning strategies promote learning in immersive virtual reality.

G Makransky, NK Andreasen… - Journal of …, 2021 - psycnet.apa.org
We investigated the instructional effectiveness of using an interactive and immersive virtual
reality (IVR) simulation versus a video for teaching scientific knowledge in 2 between …

Personalization through adaptivity or adaptability? A meta-analysis on simulation-based learning in higher education

O Chernikova, D Sommerhoff, M Stadler… - Educational Research …, 2024 - Elsevier
This meta-analysis builds on 217 empirical studies in higher education and investigates the
role of the different forms of adaptivity and adaptability as personalization strategies in …

The agency effect: The impact of student agency on learning, emotions, and problem-solving behaviors in a game-based learning environment

M Taub, R Sawyer, A Smith, J Rowe, R Azevedo… - Computers & …, 2020 - Elsevier
Game-based learning environments are designed to foster high levels of student
engagement and motivation during learning of complex topics. Game-based learning …

Personalized learning in iSTART: Past modifications and future design

KS McCarthy, M Watanabe, J Dai… - Journal of Research on …, 2020 - Taylor & Francis
Computer-based learning environments (CBLEs) provide unprecedented opportunities for
personalized learning at scale. One such system, iSTART (Interactive Strategy Training for …

Connectionist recommendation in the wild: on the utility and scrutability of neural networks for personalized course guidance

ZA Pardos, Z Fan, W Jiang - User modeling and user-adapted interaction, 2019 - Springer
The aggregate behaviors of users can collectively encode deep semantic information about
the objects with which they interact. In this paper, we demonstrate novel ways in which the …

[HTML][HTML] Sexism in esports: How male and female players evaluate each others' performance and agency

R Trepanowski, S Laato, D Drążkowski… - Computers in Human …, 2024 - Elsevier
While equality and inclusivity are promoted in the realm of video gaming, most gamer
communities remain male-dominated, which may give rise to prejudices against female …

Using multi-channel data with multi-level modeling to assess in-game performance during gameplay with Crystal Island

M Taub, NV Mudrick, R Azevedo, GC Millar… - Computers in Human …, 2017 - Elsevier
Game-based learning environments (GBLEs) have been touted as the solution for failing
educational outcomes. In this study, we address some of these major issues by using multi …

[HTML][HTML] Effects of two computer-based interventions on reading comprehension: Does strategy instruction matter?

M Serrano-Mendizábal, R Villalón, Á Melero… - Computers & …, 2023 - Elsevier
Managing text information to answer questions is one of the most frequent reading activities.
These reading situations, called task-oriented reading, are challenging for students since …

Technology-enhanced learning for student agency in higher education: A systematic literature review

VI Marín, B de Benito, A Darder - … (s) Journal-IxD&A, 2020, num. 45 …, 2020 - dspace.uib.es
[eng] From an educational perspective, student agency is a construct that refers to external
and internal factors involved in taking responsibility for learning and the possibility of making …